Having a big number of particle effects is doable in HPL2, but they need to fade at distance (note: if you are already using fog culling, this probably won't help much). When placing a particle in the map, set it's fade distance so that the player can't see it when they are too far. Depending on your map, you might want to fade in a bigger particle in the place of few small ones - this way something will be visible from distance, but still will increase performance.

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Having a big number of particle effects is doable in HPL2, but they need to fade them at distance (note: if you are already using fog culling, this probably won't help much). When placing a particle in the map, set it's fade distance so that the player can't see it when they are too far. Depending on your map, you might want to fade in a bigger particle in the place of few small ones - this way something will be visible from distance, but still will increase performance.

The more particles there are in the map, the more this method will be effective. From the author'​s experience, this allows the map to have a couple hundred particles in the map without any performance drop.

The more particles there are in the map, the more this method will be effective. From the author'​s experience, this allows the map to have a couple hundred particles in the map without any performance drop.